terry power dunk input

This is an interesting matchup, since neither character has absolutely freedom here; for example, Terry can't overuse his normals, nor Break, and while he is slightly advantageous in the ground (his pokes are far better), Hotaru has an overwhelming edge in the air, thanks to her Dive-Kick and strong aerial buttons. What makes Smash Box so great for Terry compared to other controllers in this situation is that you can still get guaranteed Tilt Attacks by simply using the Tilt Modifiers. However, on the ground, can be punished by JD > 3f moves (not everyone has one), or block > certain supers (sometimes the spacing will make it unpunishable), or throw if done too close. A meterless Terry strongest corner combo. The recovery on this version of the move is better, but Terry can still be punished even on hit if it was done too close to the enemy, so be careful. Good poke, cancelable into Specials, and starter of a few basic combos. Average damage. Ultimate boards My game collection: https://i.imgtc.ws Good way to punish things at point-blank range when something with a fast start-up is required. C' was done at point-blank range, so be extra cautious. List of Super Smash Bros. series characters. Terry's "Rekka" Special, that can be followed up twice by repeating the inputs for the Special. Not only is this button ungodly slow, it's also unsafe on block and on hit, and it's not even Feint, Special, or Super cancelable. B' canceled right into a Power Dunk Break (you can use 'st. This one, a crossup, scores Terry some good damage, and it also hurts the enemy's guard a lot. http://wiki.shoryuken.com/index.php?title=Garou:_Mark_of_the_Wolves/Terry&oldid=161343. SDI down and in, works consistently. The precision of his motion inputs are better, there are shortcuts for his supers that make them easier, and Coil is far more accessible and viable. Terry's best Feint Cancel option by far, since it makes him advance slightly, lessening the impact of the pushback from his attacks and allowing him to land more blows in his combos. Similar to the DTCoil Burning Knuckle, but you add in a quarter-circle. Great for lowering his hurtbox to make sure his Anti-Airs are as safe as possible from losing or trades. The light version performs a shorter hop and a faster punch, while the heavy version allows Terry to jump past the bottom platforms of Battlefield, and slightly delays the punch. You have to be pretty near the corner for this to work. At precise ranges, this move will beat out hop and jump attempts, acting as a preemptive Anti-Air of sorts. This Special hits overhead, scoring some good damage. Which allows bowser the punisher get a free hit on him. Midscreen, only the first two hits will usualy land (sometimes, only the first and the third one will), but it doesn't matter: always go for the last hit anyway, even if you know it will whiff, just so you can build some extra meter from it. Weak damage, but it's still useful. With these changes, Tizoc and Grant can now fear your crossups while they're standing. As you can see, Smash Box is the best controller for Terry! You could also try whiffing his Power Dunk Break at far distances, but that can be dangerous if the Break happens to fail and you end up stuck with a whiffed Power Dunk. B' too is heavily nerfed here. C': if it hits, Feint Cancel them to death; if it's blocked, Feint Cancel them to death anyway for the Guard Crush and lockdown pressure. High-Evade Attack: -5 on block. C' has more range than 'cl. Just make sure to use it at the right times, or save the meter for his other Super. ... Bowsers tough guy lets him shield or react out of the jab sequence if terry doesnt power dunk in enough time. This game has a bizarre bug that exclusively affects the second player, diminishing the pushback of his corner strikes by just a few pixels. It's main use, undoubtedly, is in Terry's lockdown pressure and Guard Crush setups, since the first two hits are completely safe on block, and allows Terry to keep on the offensive. Fair enough I just feel like everyone practiced the jab to power dunk/dive and I’m not very good I just wanted a way to avoid a 0-60 combo every spawn. Here are Terry Bogard's attributes and special input commands in Super Smash Bros. You can even do Burning Knuckle directly out of a run! One of Terry’s most powerful moves is power dunk. Pressing the light button makes the fireball travel slower, and it's generaly useless in combos. Here we showcase it by doing the input during an aerial. Charge Rising Tackle is a true option out of jab, New comments cannot be posted and votes cannot be cast. Thanks to his Feint Cancels, hIs bread and butter combos are some of the best in the game, perfectly capable of doing insane amounts of damage, specially in the corner, where he also dominates with his blockstrings and resets that can easily grant him a Guard Crush opportunity if he plays unpredictably (so much that he is considered a beast in short sets, when his lockdown pressure are less obvious). Meterless, he will have to choose between low-damaging and safe combos, or average-damaging and unsafe ones, so confirming and acessing the best situation in the context of the match is key here. Basicaly the same as his cl. Exploit the fact that his damage output is low when he is meterless by mantaining pressure soon, since a single stock of Super is all that Rock needs to shut down your Power Dunk Break. There are lots of ways to escape the reset, and lots of ways that Terry can counter those escape attempts and keep on pressuring, which is great part of his corner strenght and mind-games (this will all, however, be discussed about in more detail in an individual and proper section). Easier to do if the enemy is closer to the corner. Pretty basic jump-in to use at far distances, since 'cr. Almost completely uselesss. A'). It has some speed and, of course, it can score you a knockdown, but that's pretty much it. Quite average, to be frank. This page was last modified on 10 September 2020, at 04:43. His Specials are too much unsafe on block (sometimes, even on hit), so he can't really rushdown his enemies without enourmous amounts of caution; on the other hand, his excelent normals, both in the air and on the ground, allow him to stand up to his foes with a good zoning and defensive game. What it lacks in speed, this move compensates with damage and range. This includes a powerful initial dashwhich allows Terry to play footsies very effectively, a strong set of normal moves and special moves, his unique ability to atta… It's also his best way to punish unsafe moves at mid-ranges. How do I get out of it after jab 1? Travels further than it's weaker counterpart, doing more damage and now gaining knockdown capabilities. It may be used as an Anti-Air too, but that's an advanced and hard technique, since the timing must be perfect, and the chance of losing or trading against the enemy is real. You are gonna want to avoid getting too close to terry and letting him jab/tilt you because he can cancel them into specials and get some very dangerous combos. Average damage. It can't, however, be reliably used in combos, and the speed and range on this is lacking at best. Don't fall for any of his shenanigans: be aware of what, how and when you can or you can't punish him. Terry's sweep is easily one of the worst in the game, with just atrocious disadvantage on block. The most iconical and nostalgic move at the Legendary Hungry Wolf's disposal since Fatal Fury 2 is back... and it's average at best. is active), don't think twice about it and let them feel the pain. The Legendary Hungry Wolf's new trademark Super, and honestly, his best one. If the player performs the move's original input (→↓↘+attack/special or the "Shoryuken command" as mentioned by Masahiro Sakurai), Terry will perform a stronger version of the move. Burning Knuckle - Terry dashes and punches his opponent with big maneuver fire punch. Never block while crouching. If you want to do an overhead, just go for the short hop. This is especially useful for Rising Tackle, because by holding down one of those Tilt modifiers you will not go into crouch and can walk around while holding the down charge.